Skills

In general, characters can just do anything they reasonably ought to know how to do. Skill checks are only to be used when there are meaningful consequences for failure, time pressure, or both.

Normie Skills

These are mostly 1d6 rolls, usually +/- a relevant ability mod. Certain classes and races may be better or worse but everyone can do these things.

Table SK1: Normie Skills
Skill Ability Die Base Chance Advantage
Caving DEX (save) 1d6 depends on pace and passage size NONE
Cooking NA chain 1d4 NONE
Climbing STR (save) 1d6 depends on pace and angle Thiefers, Hunter
Open Door STR 1d6 1/6 Fighter
Search for Hidden Features WIS 1d6 2/6 Dwarves (Stonework), Elves (Doors)
Hear Noise WIS 1d6 1/6 Thiefers
Concentration INT 1d20 save NONE

Class Skills

Class-specific skills that represent abilities well above what even an experienced adventurer can usually do. Other classes usually can't attempt these skills, but common sense applies. For example, you don't have to be a Hunter to notice footprints.

Table SK2: Class Skills
Skill Ability Die Base Chance Known By
Find or Remove Treasure Traps NA 1d6 1/6 Thiefers
Learn Spell From Scroll or Book INT percentile by Intelligence#Table A2 Magic User, Cleric, Highland Shaman
Hide in Shadows NA 1d6 1/6 Thiefers
Move Silently NA 1d6 1/6 Thiefers
Pick Locks NA 1d6 1/6 Thiefers
Pick Pockets NA 1d6 1/6 Thiefers
Read Languages NA 1d6 1/6 Thiefers
Read Magic INT percentile by Intelligence#Table A2 Magic User
Tracking NA percentile 90% Hunter